Would you use a game engine that uses 8 bit, means 256 colours, nowadays? Would you play a game like Assassins creeds or Witcher 3 with a character made of 1000 tris? I highly doubt so Nowadays you use a 4096 texture for just a face of a character. There were times when you have put all graphics of a game at a single 1024x256 chipset. Not long ago 1k tris was high poly for games. Nowadays PBR is the new holy grail, and so on.
Bring daz models into hitman 64 Bit#
And 64 bit per channel is at the horizon.
Bring daz models into hitman 32 bit#
Nowadays we are at 32 bit per colour channel. Not long ago we had just 256 colours for the whole image stuff in a game. This could mean to have the almighty 1000 tris character, but this could also mean to have a character with 100 k tris or even more. What makes a good artist is to use as much polygons as needed, and as few as possible, given the limits of the current project.
![bring daz models into hitman bring daz models into hitman](http://4.bp.blogspot.com/-2NXL_5y-eII/VfgANh0OnwI/AAAAAAABTkg/fX4lFJhCpMQ/s1600/03-daz3d_capsces-poses-teen-josie-7_.jpg)
Guess what stuff like micro tesselation is good for. But the best detail at a mesh comes from geometry. Detail can be done with techniques like normalmapping to some extend. But the best artist cannot make it as good looking as a 50k level or character. Sure, i can create a level or a character also with 1000 triangles. And a terrain mesh (not a heightmap terrain) is such a case where you quickly run into the blocky look with just 65k tris. When you need closeups then your geometry better does not look too blocky. When that would be the case then you would label all current top game artists as bad artists since the current games generation uses a very high poly count for its characters, compared to the usual 5k to 10k characters that you can buy at turbosquid or similar places. High poly count does not automatically mean to have a bad artist. it is more vertexes through tessellation but that is handled by the graphics card and nothing that have a huge impact on 3D artists or their current vertex limitations.īest example I could find during a quick search, know that there is better examples if you dig around:Ĭlick to expand.You seem to miss the point. the extra milliseconds that are lost every now and then will add up sooner or later.Īlso, the future of computer graphics isn't more vertexes in the way you think. Longer vertex arrays also got a pitfall, they are longer and thus take more time for the graphics engine to search and traverse. it is now also possible to have a greater view distance it is a lot easier to reduce the geometry in the mesh when it is separated into several objects, you just poll for all meshes that are at a certain distance and then run a quick algorithm to reduce it 2, 4, 8 times in size. you don't want to waste resources on details that you can't see anyways. dunno if it was your own or a pre-made system but it wasn't properly don in this case.This is even a perfect example when you don't want a gigantic mesh but instead several meshes. Terrain meshes shouldn't have gaps between the chunks. Those kind of cases makes it unavoidable that the body part as an example may have a chest, t-shirt and a jacket mesh covering the same area and thus increasing the overall vertex count. the only case where I see such models as acceptable during production is when you need to model all the clothes and hair separately so that you can hide data in the mesh for physics and advanced shading techniques. So if you can do what you claim, I would highly recommend that you learn the last steps because you are probably 80% away from understanding and being able to produce HQ - Yes, there are games with bigger meshes but that doesn't make the artist good. Now, just paint the diffuse texture(s), connect all the pieces in Unity and you are ready to go.
![bring daz models into hitman bring daz models into hitman](https://cdnb.artstation.com/p/assets/images/images/021/275/527/large/art-fanatic-kala-hd-character-initial-post.jpg)
Followed by using both meshes to " bake" your " normal map" and any other textures that want or need ( ambient occlusion map is a really good idea). You are almost there if you got a high poly mesh done ( sculpting or any other tool combinations), next step would be to " retopologize" the mesh so you get a low poly version of it.